I really like what the Competitive Unit Congress is doing with units that are not generally tournament worthy and making them so with slight modifications. They playtest them in tournament situations and make sure the quality is great. However, I am too impatient to wait for their changes so have come up with some additional ones. I hope they don't take offense as they are not slow - they are spending quality time testing, while mine below are thrown together and barely playtested. They are meant to be played in tandem with CUC approved changes, and you can also play with other customs such as C3V, but that might prove overpowering. I recommend them for casual games and not any tourneys, unlike CUC. If you play any of the below, please let me know how they are. They were made in MSE with high-res dungeon style cards, so please excuse artifacts of mixing card backgrounds from older designs with the dungeon style.

Blue Wyrmling
Proposal: Change Defense from 3 to 4.
Logic: For 5 more point than other Wyrmlings, it needed something to make him better, and since the White Wyrmling already has 4 defense that was the easiest fix.

Brave Arrow
Proposal: Make Uncommon Hero.
Logic: Changing this BA is about making Mohican River Tribe better as they only have one bonding option, now it can be as many as you need.

Fyorlag Spiders
Proposal: Increase defense from 2 to 3 and change power ENTANGLING WEB to "... If you roll a 1614 or higher..."
Logic: They need more survivability and an easier way to activate entangling web. They need to be playtested more to see if 3 defense is too much for a 40 point bonding squad.

EINAR

Spoiler Alert!

Ashigaru Yari
Proposal: Change ENCIRCLE SPECIAL ATTACK to "Range 1. Attack 6Special. If 2, 3, or 4 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack of 4, 6, or 8. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. Encircle Special Attack may only be used once per turn. If Encircle Special Attack is used, figures not involved in the attack but that moved this turn cannot attackmay still do a normal attack."
Logic: The special attack should be easier to pull off, less of an all or nothing, and possibly even more powerful than before, especially to be chosen with Kato Katsuro as below

Kato Katsuro
Proposal: Change power KATO KATSURO'S COMMAND to "Instead of taking a turn with Kato Katsuro, you may take a turn with oneup to two of the following that you control: • 1 Samurai Hero or 1 Samurai Squad, • 1 Ashigaru Harquebus Squad, • 1 Ashigaru Yari Squad. You may choose which Hero or Squad to activate first. Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving."
Logic: He needs more options than just him and a bunch of Ashigaru Harquebus and Ashigaru Yari. Now you can pick one of those common squads and then some Samurai unique heroes and squads, or just have more versatility of you want both common squads and some uniques.

Gurei-oni:
Proposal: Change personality from TORMENTING to WILD. Change general to Valkrill.
Logic: Bonds with Death Chasers of Thesk along with the other Ogres. I just picture this Lord of The Rings Ogre look-alike going with Orcs. Made Valkrill for the hell of it as he does have an "Evil Eye".

Master of the Hunt
Proposal: Reduce cost from 140 to 125 and change JAVELIN to "...If you roll a 16an 11 or higher..."
Logic: He definitely needs to cost less, plus his javelin is not that great a power so needed a higher chance. I though of rolling before moving, but I like the fact the power is still somewhat unpredictable who you can attack.

Ninjas Of The Northern Wind:
Proposal: Add Ninja Hero Bonding & condense Disengage & Ghost Walk into Phantom Walk.
Logic: All the ninjas (besides Isamu) $uck - this helps a bunch, but remember they are still a unique squad so it is not overpowered. Makes Shiori great as you can just place the X order marker on her and take turns whenever. Isamu is overpowered with this, but the only other option was to have bonding with female ninjas, of which that has not been done before. In practice, only 1 or 2 ninja heroes are best with them and they never get more 3 attacks a turn. Best if used with range support. I use all the time, but let me know how you feel on the Ninjas as a whole on How would you help the Ninjas?

Retarius
Proposal: Increase life from 4 to 5. Change Net Trip 14 to Net Trip 11 "...If you roll a 14an 11 or higher..."
Logic: Now Crixus has someone somewhat comparable in a gladiator army.

JANDAR

Spoiler Alert!

Dzu-Teh
Proposal: Change GLACIER CAMOUFLAGE to NATURE CAMOUFLAGE "If a Dzu-Teh is adjacent to a Glacier Mountain, Rock Outcrop, Tree, Palm Tree or Brush, opponent's figures must be adjacent to this Dzu-Teh to attack it with a normal attack."
Logic: They needed to be less terrain dependent and have more survivability against ranged commons.

Erevan Sunshadow
Proposal: Change Eladrin to Elf and add EVASIVE 1 (see ULLAR elves)
Logic: Eladrin are just an Elvish name for Elves, plus they also needed defense too. Now he can be part of the Elf Wizard Pod.

Greater Ice Elemental
Proposal: Decrease cost from 130 to 110
Logic: I think the unit is designed well, just costs too much for today's metagame and army size.

MacDirk Warriors
Proposal: Increase Defense from 2 to 3.
Logic: They are still no Knights of Weston, but at least they are close with only one less defense, and starting with one less attack but possibly a lot more.

ULLAR - Elves, Eladrin and Half-Elf:

Spoiler Alert!

All Elves except WoA (Acolarh, Arkmer, Aubrien Archers, Chardris, Emirroon, Jorhdawn, Kyntela Gwyn, Morsbane, Sonlen, Syvarris, Ulginesh) and all Eladrin and Half-Elves : Add EVASIVE 1 "When {uncTHIS()}{sqA()}{card.key_name_sing} rolls defense dice against an attacking figure who is not adjacent, add 1 defense die to the defense roll."
Logic: I think all the elves need extra help against range to stay alive, and I always pictured the elves as able to dodge arrows and bullets easily (maybe because of Hugo Weaving playing both Elrond & Agent Smith). They still have no help against melee squad armies and are still overpowered by ranged powerhouses such as 4th/10th and Major Q9. I play-tested EVASIVE 2 but that was too good. I may change where it is just 1 extra defense against Squad figures.

Acolarh
Proposal: Add EVASIVE 1. Change LEAF OF THE HOME TREE AURA to be "...you may roll 1012 Ullar Valkyrie Dice..."
Logic: He definitely needs extra defense. Also, why not use all 12 dice that came with him? See Stats below to see the actual difference:

For an attack of 3 on 3 defense (WoA or Aubrien on height):Chance of death
No aura: 51%
10 dice: 39.5%
11 dice: 37.1%
12 dice: 34.5%

Arkmer

Aubrien Archers

Brandis Skyhunter
Add EVASIVE 1 as above for elves (but still keep half-elf) and change Archer's Glory to "Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Herofigure, you make take another turn with Brandis Skyhunter."
Logic: He needed multiple attacks more easily to take on squads better, plus the defensive bonus of the elves.

Chardris

Emirroon

Jorhdawn

Kyntela Gwyn

Morsbane

Sharwin Wildborn
Proposal: Change Eladrin to Elf and add EVASIVE 1 as above for elves
Logic: Eladrin are just an Elvish name for Elves, plus he also needed defense too. Still kept a Battle Mage, so no Elf Wizard Pod.

Sonlen
Change to Wizard, in addition to adding EVASIVE 1 as above for elves.
Logic: You can use him in the Elf Wizard Pod, plus he also needed defense too

Syvarris

Ulginesh

ULLAR - Other

Spoiler Alert!

Deadeye Dan
Proposal: Increase Life from 3 to 5.
Logic: He does not last long - now he can. Makes him a great 60 point filler, on par with Zetacron and Sam Brown.

Elite Onyx Vipers
Proposal: Increase defense from 2 to 4, change EVASIVE 8 to EVASIVE 6.
Logic: They need more defense against the people they are attacking, after all they are ELITE.

Saylind
Proposal: Increase life from 4 to 5, Change FLYING to STEALTH FLYING.
Logic: Some other Kyrie heroes have 5 life and he needed more survivability. Stealth Flying helps him summon better.

UTGAR

Spoiler Alert!

Anubian Wolves
Proposal: Add power UNHOLY MOVEMENT BONDING "Before taking a turn with the Anubian Wolves, you may first move any small, medium, or large relentless Hero you control up to 6 spaces."
Logic: He can have Khosumet, Dumatef Guards, and Taelord follow them easier for their bonuses. Although with CUC Khosumet being cheaper and has an attack aura, it is not so bad. Same units as Death Knights so you can play both squads if you want (The Air Elemental, The Dumutef Guard, Khosumet the Darklord, Sir Hawthorne, Taelord the Kyrie Warrior, The Venoc Warlord).

Khosumet The Darklord
Proposal: Change cost from 75 to 50. Add power ONE SHIELD DEFENSE "When rolling defense dice, if Khosumet The Darklord rolls at least one shield, the most wounds it may take for this attack is one."
Logic: CUC Khosumet also changes the RELENTLESS ASSAULT to have "within 4 clear sight spaces" and I think this change is great, but overpowered when played with my above Anubian Wolves or many of the C3V/SoV changes, especially Knights of Blackgaard, Skull Demon, and the various Varkaanan Wolf Pack. This card is only meant to be played in tandem with my CUA Anubian Wolves or C3V/SoV Relentless/Varkaanan cards, otherwise use the CUC card.

Frost Giant of Morh
Proposal: Change from Fearless to Wild, Change BATTLE FRENZY to "After attacking with this Frost Giant of Morh, roll the 20-sided die. If this Frost Giant of Morh is on a snow or ice space, add 3 to your die roll. If you roll a 16 or higher, you may attack againtake another turn with this Frost Giant of Morh. Battle Frenzy may be enhanced with Frenzy Enhancement and Berserker Charge Enhancement.
Logic: Now bonds with C3V Dreadgul Raiders who needed a cheaper Giant bonding hero. He also needed an easier way to attack more than one unit a turn. Plus being a Frost Giant, he should have some power based on tundra terrain.

Grok Riders
Proposal: Decrease Cost from 130 to 100. Increase Defense from 3 to 4. Change MARK OF THE WARLORD as follows "When attacking a figure that is adjacent towithin 4 clear sight spaces of any Marro warlord you control..." Change WARLORD BONDING to MARRO WAR BONDING: "... you may take a turn with any Marro Warlordsmall, medium, or large Marro Hero you control."
Logic: Basically adapted CUC approved change so they can now bond with Kee-Mo-Shi & Tul-Bak-Ra. Now they are like Phantom Knights with bonding but without defensive bonus.

Isamu
Proposal: Increase cost from 10 to 15.
Logic: He is too good for his points - now Otanashi is your 10 point choice.

Iskra
Proposal: Change FLYING to STEALTH FLYING. Change SUMMON THE RECHETS OF BOGDAN to "...If you roll a 1412 or higher...
Logic: Iskra and the Rechets need Disengage (Stealth Flying) to get into the foray easier. The 10% boost to summon helps a bit too.

Mind Flayer Mastermind
Proposal: Change cost from 100 to 85. Change ENSALVE 17 to ENSALVE 16 "...If you roll a 16 or higher...
Logic: With the release of SoV Cxurg'gyath, you will want an army with multiple Mind Flayers, so I they definitely needed the cost reduced. The 5% boost to Enslaving makes them a little more intimidating as Sharks.

Obsidian Guards
Proposal: Change LAVA THROW to "When an Obsidian Guard is on a molten lava space it may add 24 to its range. Otherwise, when a Obsidian Guard is adjacent to at least one figure with the Lava Resistant special power it may add 2 to its range."
Logic: They are rated D so need a lot of help, so I don't know if adding 2 to its range in post circumstances it that great. Will need some playtesting to see if they need more help, but they still are the only 4/4 squad in the game.

Sahuagin Raider
Proposal: Add power FEROCIOUS BONDING "Before taking a turn with Sahuagin Raider, you may first take a turn with any small, medium, or large ferocious hero you control that follows any general."
Ferocious heroes (non-huge): Feral Troll, Ice Troll Berserker, Rhogar Dragonspine, Sahuagin Raider, White Wyrmling, Wyvern.
Logic: I really wanted to help Sahuagin, the uncommon units, and Rhogar. Bonding with the Trolls and Rhogar helps them heal and get out of the way simultaneously. I also made a common squad with the same bonding options.

Shades of Bleakewoode
Proposal: Increase attack to 3. Change SOUL DEVOUR to "Before or after moving, ..." and add INSUBSTANTIAL 2 "A Shade of Bleakewoode adds 2 additional defense dice when rolling a defense against a normal attack from a figure who is not adjacent."
Logic: The soul devour is now possible unlike the original. They still cost 30 more than Phantom Knights - would you pay this for one more move and the chance to take over a hero?

Deathstalkers
Proposal: Change Maul to Maul Special Attack "Range 1. Attack 1, 2, or 3. Each Deathstalker may use Maul Special Attack instead of a normal attack. Choose any figure within range and attack by rolling 1, 2, or 3 atack dice. When rolling attack dice for Maul Special Attack against a small or medium figure, if you roll a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice."
Logic: A lot stronger as if you roll 1 die, as it is a 50% kill on commons regardless of their defensive bonuses and the SA bypasses most defensive powers. I like that you have to choose how many dice to roll.

Deathwalker 7000, 800, and 9000
Proposal: Make them all Common Heroes, and reduce cost of each by 20.
Logic: You loose less order markers if you have a spare, especially with the below or CUC card for Zettians, and with SoV Zettian Infantry and C3V Deathcommander Mark 3.

Deathwalker 7000
Proposal: Reduce cost from 100 to 80

Deathwalker 8000
Proposal: Reduce cost from 130 to 110

Deathwalker 9000
Proposal: Reduce cost from 140 to 120

Zettian Guards
Proposal: Add ability SOULBORG STRATEGIC BONDING "Before taking a turn with Zettian Guards, you may first take a turn with any Soulborg Hero you control that follows Utgar. If you take a turn with any Soulborg Hero you control who follows Utgar, you may not attack with the Zettian Guards this turn."
Logic: You can use the Zettians as GUARDS because they can move ahead of the deathwalkers. CUC has change at 55 point as a common squad, but that seems way too powerful.

VYDAR

Spoiler Alert!

Agent Carr
Proposal: Add power EVASIVE 2 "When Agent Carr rolls defense dice against an attacking figure who is not adjacent, add 2 defense dice to the defense roll." Also, condense Disengage & Ghost Walk into PHANTOM WALK.
Logic: I like that in melee he is 6 attack, 4 defense, and range he is 2 attack and now 6 defense. On par with Iron Golum and my below major X17.

Evar Scarcarver
Change FROST RAGE, to "... add 1 to Evar Scarcarver's Attack, Defense, and Move values for each wound marker on his Army Card.", and add power FROST MOVEMENT "Evar Scarcarver does not have to stop his movement when entering water spaces and is never attacked when leaving an engagement. Slippery Ice and Heavy Snow only count as 1 space when moving. Evar Scarcarver can use Frost Movement only if he ends his move adjacent to at least one enemy figure."
Logic: I have to admit, most of the changes are based on theme and the sculpt more than anything else, as he looks like he is speed skating everywhere. The combined Disengage, Slither, and Snow and Ice enhanced movement and up to 9 move make him a lot faster. I playtested with one extra life, and that was too powerful as it greatly increased his survivability by his FROST RAGE giving him even up to 8 defense on his last life and with 7 attack.

Major X17
Proposal: Increase Defense from 3 to 5. Change MELEE DEFENSE 4 to MELEE DEFENSE 2 "...adds 2 defense dice."
Logic: Now he gets 2 more defense against range and special attacks. He is comparable to Iron Golum now.

Doctor Doom
Proposal: Reduce cost to 215. Change Mind Exchange 17: After taking a turn with Doctor Doom, you may choose any Unique Hero figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that figure and that figure’s Army Card and immediately take a turn with the chosen Army Card. Any figure taking a turn with Mind Exchange must be within clear sight of Doctor Doom before moving. At the end of that turn, control of the chosen Army Card returns to the player who controlled the Army Card before the Mind Exchange. All Order Markers that were on the chosen army card will stay on the card.
Logic: He definitely costs too much. Also, he needs to be better with squads.

Red Skull
Proposal: Reduce cost to 160. Change Master Manipulator: After revealing an Order Marker on Red Skull’s card, instead of taking that turn with Red Skull, you may take a turn with any Unique Hero or Squad that you control. Any figure that is taking a turn instead of Red Skull must be within clear sight of Red Skull before moving.
Logic: He definitely costs too much. Also, he needs to be better with squads.

Silver Surfer
Proposal: Change Cosmic Force Blast Special Attack: Range 5. Attack 5 ...
Change Hyper Speed 5 to Hyper Speed 4: After taking a turn with Silver Surfer, Silver Surfer may move up to an additional 4 spaces. Silver Surfer cannot use Hyper Speed 4 if he attacked with his Cosmic Force Blast Special Attack during that turn.
Logic: He is fine against range as is, but is overpowered against melee armies, so this card should only be used to nerf him in melee matchups.

I think that CUA would be a better title(Casual Unit Alters) for this project. If your going on a whim with these unit alterations, I doubt that the CUC care, but a nice way to differentiate the two ideas(other than saying lefton4ya's project) is to change the name a bit.

On to the units(that I know)!!!

Syvarris:Evasive 1 seems to be better suited for him(in fact that would work for the AA's too). Something to remember is that ranged units generally don't have better base stats than melee units(at least when it comes to Atk/Def). Sure evasive stops during adjacency, but it is still essentially a bonus 2 defense. Note this also would make Syvarris be a relatively good kiting unit when paired with Theracus. Bad news all around.

Deadeye Dan:
That boost from 3HP to 5HP seems like a 5 point increase would be in need. Similar to Syvarris being able to kite with Theracus, DED will be able to do as well, with a better HP count as well. My logic of adding in the 5 points? Deter players from Theracus/DED(revised) combos. Making a 105 point duo is painful to include in most armies.

Agent Carr:
Are you trying to make Chuck Norris? Seems pretty powerful to me(or even more so). A point bump to 110 might be in question. High stats for a low cost tend to make the game break a bit. And no, Stealth Dodge does not need to be implemented, it is the Krav's thing(not including the story on this one, but gameplay wise it would be unwise to make 2 units too similar, unless of course you did not own a Stealth Dodging unit).

Major X17:
Interesting. His heightened natural defense will make him less fearful of your Elves. Of course, we might be using slightly different scales here, I play casually and your making custom alteration for casual use(but designed to fit into the competitive metagame), so I could be wrong. As with Carr, a price bump to 110 might be in question.

Retiarius:
A few more steroids and a stronger net. Personally, I think leaving his Net Trip 14 at Net Trip 14 is your best bet. Something to remember is that Crixus is a defensive beast. His eye-patch wearing comrade is offensive. With Sparticus at the lead(with a big fat "X"), Retiarius is really a hero-slayer with 6 attack. A 50-50 chance to drop the defense of his prey to 1 is just too much. I think that his normal net is just fine.

Anubian Wolves:
Did you reduce the number of Wolves by 1? Your missing the last wolf's hit zone if you didn't. If you did, well you would need a picture with 1 fewer wolves. I'll wait until your response to this question to give my feedback on the Wolfies.

Deepwyrm Drow:
60 points might be the sweet spot for the Deepwyrm Drow. That would definitely require some testing to be sure.

Isamu:
I would just play him at 20 and be done with it. Or simply keep him at 10 points and make Vanish 9 into something like Vanish 13.

Sahuagin Raider:
A bonding power does not seem to be the best way to go. Perhaps Frenzy? If nothing else it seems a bit more thematic and will definitely be an interesting hit with Mittens. With that, I can see 100 points of revised Raiders killing Agent Carr.

Shades of Bleakewoode:
The fact that they can only Soul Devour at the start of their turn has always irked me a bit. Adding in the idea that they can use it before and after their move is a neat concept. It really makes you wanna see if they are capable of pulling their weight like the Phantom Knights(or perhaps lack of, as they are ghosts).

Deathstalkers:Maul Special Attack would certainly pass at my table, and I think you have found an elegant way to create the "Death" in "Deathstalker"(without using Raelin anyways).

Deathwalker 9000:
Making him a Common Hero is a very impractical way to give this robot some love. If you wanted to draft him in multiples, I would highly recommend the change to an Uncommon Hero. Seeing 3 Deathwalker 9000s(as common heroes) and two squads of rats is not quite the same as seeing Q9 and rats. Q9 is able to be folded in half with some whiffs on his end, but in reality the chances of one experiencing a Deathwalker Roll is low as it is. Of course squads can continuously attack that number and typically win out, but trying that 3 times is almost unreal. Plus if you do have an OM on the DW9K card, if one dies you can still activate another. That's a lot of death. At least as an Uncommon Hero, you can reduce that from happening.

Zettian Guards:Soulborg Strategic Bonding and a Common Squad status might be a bit much still. One of the things about Unique Squads is that they always have some sort of benefit that Commons do not have(if the Krav had the same powers as the Microcorp Agents would you use the Krav? Obviously no...). The reason the Zettians should stay as a Unique Squad(with the official card), is that massive 7 defense. No Common Squads have a base defense greater than 5. Now then, if we decided to keep that reasoning, we would need to at least drop their basic defense to 6. Because, if for nothing else, it will help to distinguish them from the Death Knights of Valkrill(both squads have an Attack based power, regardless of wording or effect and well as some form of bonding with this revised version of yours).

Overall, you didn't do too badly with MSE(it's obvious, the "artsy" mistakes are everywhere as well as many tell-tale parts of the cards). With some practice these cards could come to work nicely. Something to remember is that you can make it to where the text of powers does not appear by hitting the [...] button near the top of the window.

(Of course I could always just fix the cards if you want, with exception of Gueri).

I think that CUA would be a better title(Casual Unit Alters) for this project. If your going on a whim with these unit alterations, I doubt that the CUC care, but a nice way to differentiate the two ideas(other than saying lefton4ya's project) is to change the name a bit.

Thanks. I changed the name - couldn't think of a different word for mod(ification). Also, thanks for taking the time for constructive feedback as it really helps.

Quote:

Originally Posted by flameslayer93

On to the units(that I know)!!!

Syvarris:Evasive 1 seems to be better suited for him(in fact that would work for the AA's too). Something to remember is that ranged units generally don't have better base stats than melee units(at least when it comes to Atk/Def). Sure evasive stops during adjacency, but it is still essentially a bonus 2 defense. Note this also would make Syvarris be a relatively good kiting unit when paired with Theracus. Bad news all around.

I have playtested AA w/evasive 2 against ranged squads (10th/4th) and they still have trouble against them. However I never playtested Syvarris this way and with his extended range, maybe it is too much to have +2 defense, but I was going for consistency. FYI Theracus can't be used for kiting (running and gunning) as you can't move w/ Theracus and shoot with Syvarris on the same turn.

Quote:

Originally Posted by flameslayer93

Deadeye Dan:
That boost from 3HP to 5HP seems like a 5 point increase would be in need. Similar to Syvarris being able to kite with Theracus, DED will be able to do as well, with a better HP count as well. My logic of adding in the 5 points? Deter players from Theracus/DED(revised) combos. Making a 105 point duo is painful to include in most armies.

At 5 life, he is on par with other 60 point heroes Zetacron or Sam Brown. With only 2 defense, an extra 2 life will allow him to take 1 or 2 more shots.

Quote:

Originally Posted by flameslayer93

Agent Carr:
Are you trying to make Chuck Norris? Seems pretty powerful to me(or even more so). A point bump to 110 might be in question. High stats for a low cost tend to make the game break a bit. And no, Stealth Dodge does not need to be implemented, it is the Krav's thing(not including the story on this one, but gameplay wise it would be unwise to make 2 units too similar, unless of course you did not own a Stealth Dodging unit).

Maybe you are right on him being overpowered now, as basically he is now Iron Golem with phantom walk and a wimpy ranged attack to boot. I will have to playtest him more.

Quote:

Originally Posted by flameslayer93

Major X17:
Interesting. His heightened natural defense will make him less fearful of your Elves. Of course, we might be using slightly different scales here, I play casually and your making custom alteration for casual use(but designed to fit into the competitive metagame), so I could be wrong. As with Carr, a price bump to 110 might be in question.

I think he is still a less powerful version of Iron Golum, but with Cyberclaw, so I think 100 points is still fair.

Quote:

Originally Posted by flameslayer93

Retiarius:
A few more steroids and a stronger net. Personally, I think leaving his Net Trip 14 at Net Trip 14 is your best bet. Something to remember is that Crixus is a defensive beast. His eye-patch wearing comrade is offensive. With Sparticus at the lead(with a big fat "X"), Retiarius is really a hero-slayer with 6 attack. A 50-50 chance to drop the defense of his prey to 1 is just too much. I think that his normal net is just fine.

He needed 5 defense, but with just this change you would still never draft him over Crixus unless his Net Trip was a little more frequent. He is definitely more of a hero killer with this, though.

Quote:

Originally Posted by flameslayer93

Anubian Wolves:
Did you reduce the number of Wolves by 1? Your missing the last wolf's hit zone if you didn't. If you did, well you would need a picture with 1 fewer wolves. I'll wait until your response to this question to give my feedback on the Wolfies.

Interesting - I got the card from his Heroscape.com image, which is missing one fig in the hit zone. I will have to fix.

Quote:

Originally Posted by flameslayer93

Deepwyrm Drow:
60 points might be the sweet spot for the Deepwyrm Drow. That would definitely require some testing to be sure.

Yeah, he is still good at 70 with a bunch of chainfighters.

Quote:

Originally Posted by flameslayer93

Isamu:
I would just play him at 20 and be done with it. Or simply keep him at 10 points and make Vanish 9 into something like Vanish 13.

Yeah, he could be upped to 20, but I think the game could use a 15 point unit.

Quote:

Originally Posted by flameslayer93

Sahuagin Raider:
A bonding power does not seem to be the best way to go. Perhaps Frenzy? If nothing else it seems a bit more thematic and will definitely be an interesting hit with Mittens. With that, I can see 100 points of revised Raiders killing Agent Carr.

This change is probably the biggest change of all the ones I made and is more of a custom unit by itself than a modification. I may scrap this and make a custom ferocious squad that has the same bonding options, but I like the idea of a common hero that can bond with other heroes, including itself. The other idea is make him 15 or 20 points.

Quote:

Originally Posted by flameslayer93

Shades of Bleakewoode:
The fact that they can only Soul Devour at the start of their turn has always irked me a bit. Adding in the idea that they can use it before and after their move is a neat concept. It really makes you wanna see if they are capable of pulling their weight like the Phantom Knights(or perhaps lack of, as they are ghosts).

Yea, they are definitely comparable to Phantom Knights now, although they cost more, they have one more move and one less defense against range, so you are paying 30 points for the chance to Soul Devour - which is not worth anything if you are playing mostly squads but worth a lot if against heroes.

Quote:

Originally Posted by flameslayer93

Deathstalkers:Maul Special Attack would certainly pass at my table, and I think you have found an elegant way to create the "Death" in "Deathstalker"(without using Raelin anyways).

I think this is the weakest change I made, but I like the extra choice of how many dice to roll each attack.

Quote:

Originally Posted by flameslayer93

Deathwalker 9000:
Making him a Common Hero is a very impractical way to give this robot some love. If you wanted to draft him in multiples, I would highly recommend the change to an Uncommon Hero. Seeing 3 Deathwalker 9000s(as common heroes) and two squads of rats is not quite the same as seeing Q9 and rats. Q9 is able to be folded in half with some whiffs on his end, but in reality the chances of one experiencing a Deathwalker Roll is low as it is. Of course squads can continuously attack that number and typically win out, but trying that 3 times is almost unreal. Plus if you do have an OM on the DW9K card, if one dies you can still activate another. That's a lot of death. At least as an Uncommon Hero, you can reduce that from happening.

The whole point of a common hero is to reduce the chance of lost order markers - I'm not quite sure what you mean.

Quote:

Originally Posted by flameslayer93

Zettian Guards:Soulborg Strategic Bonding and a Common Squad status might be a bit much still. One of the things about Unique Squads is that they always have some sort of benefit that Commons do not have(if the Krav had the same powers as the Microcorp Agents would you use the Krav? Obviously no...). The reason the Zettians should stay as a Unique Squad(with the official card), is that massive 7 defense. No Common Squads have a base defense greater than 5. Now then, if we decided to keep that reasoning, we would need to at least drop their basic defense to 6. Because, if for nothing else, it will help to distinguish them from the Death Knights of Valkrill(both squads have an Attack based power, regardless of wording or effect and well as some form of bonding with this revised version of yours).

My mistake - I meant to keep them a unique squad as I felt the same as you that making them a common squad would be to great a change (which is why I think the CUC will never pass them this way) unless you lower defense or increase cost. I will have to change.

Quote:

Originally Posted by flameslayer93

Overall, you didn't do too badly with MSE(it's obvious, the "artsy" mistakes are everywhere as well as many tell-tale parts of the cards). With some practice these cards could come to work nicely. Something to remember is that you can make it to where the text of powers does not appear by hitting the [...] button near the top of the window.

(Of course I could always just fix the cards if you want, with exception of Gueri).

Nice start lefton4ya!!!

The MSE high-res templates all use dungeon styles, so the pre wave-8 cards have artifacts of designs over the figure image space, SotM and waves 8-12 have remnants of the vine motif in the figure backround, but the D&D units have a matched look. I also made Gueri-Oni Valkrill but never changed his background. Maybe I or someone can make high-res templates in MSE for the other styles.

The MSE high-res templates all use dungeon styles, so the pre wave-8 cards have artifacts of designs over the figure image space, SotM and waves 8-12 have remnants of the vine motif in the figure backround, but the D&D units have a matched look. I also made Gueri-Oni Valkrill but never changed his background. Maybe I or someone can make high-res templates in MSE for the other styles.

You can change the style of the card to any style. In fact you can even mix and match from within the sets.

A custom(sans pictures) done using RotV's background in MSE. The "blurry" effect is because Mediafire is hosting the image for me. Otherwise, the card looks fine.

You can do it easily enough so that you can fix the image. All cards "made" by me are done in MSE(others probably tend to use GIMP/Photoshop).

I think that CUA would be a better title(Casual Unit Alters) for this project. If your going on a whim with these unit alterations, I doubt that the CUC care, but a nice way to differentiate the two ideas(other than saying lefton4ya's project) is to change the name a bit.

Thanks. I changed the name - couldn't think of a different word for mod(ification). Also, thanks for taking the time for constructive feedback as it really helps

The change does raise the question "Competitive unit alters what?"

Less snarky; more constructive: How about LeftOn4ya's Alternative Universe Designs. That would be, um, laudable.

New Cards:
Grok Riders
Proposal: Change cost to 95. Add power Disengage. Change Marro Warlord Bonding to Marro War Boinding: "... you may take a turn with any small, medium, or large Marro Hero you control."
Logic: You can now bond with Kee-Mo-Shi & Tul-Bak-Ra. Now they are like Phantom Knights with bonding but without defensive bonus and still die easily - so unsure on final pricing.

Saylind
Proposal: Increase life to 6, Change Flying to Stealth Flying.
Logic: Some other Kyrie heroes have 6 life and he needed more survivability. Stealth Flying helps him summon better.

Before taking a turn with the NotNW, you may take a turn with any Ninja Hero you control that does not follow Utgar.

Thanks for the suggestion. Seems kinda weird, but I guess similar too Sahuagin Raider bonding with units ..."that follows any general" to exclude Marvel. I might do after I get more feedback on this and other units.

Quote:

Originally Posted by ollie

Quote:

Originally Posted by lefton4ya

Saylind
Proposal: Increase life to 6, Change Flying to Stealth Flying.
Logic: Some other Kyrie heroes have 6 life and he needed more survivability. Stealth Flying helps him summon better.

He sure is ballsier this way.

Dunno exactly what you mean by "ballsier" but I guess he can be more aggressive and make a run for the start zone or Raelin easier, both because of stealth flying and one more life.

I will update my PDF compilation once there is some feedback (including proofreading for grammar and typos). To make the feedback more manageable, besides grammar and typo issues, give feedback on the following first:

Blue Wyrmling: Change Defense from 3 to 4.

Brave Arrow: Make Uncommon Hero.

Fyorlag Spiders: Increase defense from 2 to 3 and change power ENTANGLING WEB to "... If you roll a 16 14 or higher..."

Ashigaru Yari: Change ENCIRCLE SPECIAL ATTACK to "Range 1. Attack 6 Special. If 2, 3, or 4 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack of 4, 6, or 8. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. Encircle Special Attack may only be used once per turn. If Encircle Special Attack is used, figures not involved in the attack but that moved this turn cannot attack may still do a normal attack."

Kato Katsuro: Change power KATO KATSURO'S COMMAND to "Instead of taking a turn with Kato Katsuro, you may take a turn with one up to two of the following that you control: • 1 Samurai Hero or 1 Samurai Squad, • 1 Ashigaru Harquebus Squad, • 1 Ashigaru Yari Squad. You may choose which Hero or Squad to activate first. Any figure in the above list that is taking a turn instead of Kato Katsuro must be within clear sight of Kato Katsuro before moving."

Master of the Hunt: Reduce cost from 140 to 125 and change JAVELIN to "...If you roll a 16 an 11 or higher..."

All Elves (except WoA) and all Eladrin and Half-Elves : Add power EVASIVE 1.

Change Eladrin to Elf for Sharwin Wildborn and Erevan Sunshadow, and change Sonlen to a Wizard

Brandis Skyhunter: Add EVASIVE 1 as above for elves (but still keep half-elf) and change Archer's Glory to "Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero figure, you make take another turn with Brandis Skyhunter."

Brave Arrow: Like the idea, but I would change his name. "Brave Arrow" is a given name, and it seems odd for a Uncommon. Perhaps "Mohican River Tracker"?

Elves: A suggestion for Evasive 1 -- since you're adding it to the Elves, how about "Elven Speed"? It would recall Thorian Speed and would help tie the power name to their race. (Also, why not just make Brandis an Elf?) On Sharwin, glad to see her as an Elf too. The combination of the Evasive +1 and her ranged counterstrike could be a lot. I don't think she should have both, but that's just a gut-check.

Anubian Wolves. The movement bonding fixes their main problem (keeping their cheerleaders adjacent) but while "Unholy Bonding" works as a name for the Death Knights, I think "Relentless Movement Bonding" would be a better name for the Anubian's power. Don't ask me why, it's just a style thing.